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@forgeax/engine-math

v0.1.21

Published

Pure-function SoA-friendly Vec/Mat/Quat math utilities for forgeax-engine.

Downloads

2,115

Readme

@forgeax/engine-math

Pure-function SoA-friendly Vec / Mat / Quat / Color / Euler math library for forgeax-engine. branded Float32Array storage — Vec3 ≢ Vec4 ≢ Quat at compile time, zero runtime cost.

30-second self-introduction

  • ABI: Float32Array & { readonly __<dim>: void } 七件套(Vec2 / Vec3 / Vec4 / Quat / Mat3 / Mat4 / Color)+ Euler plain-object;branded 维度互斥(编译期)+ TypedArray 即时上传 GPU(运行期)。
  • Surface: 18 namespace × 202 函数(vec2:20 / vec3:21 / vec4:18 / mat3:10 / mat4:33 / quat:23 / euler:6 / color:6 / easing:4 / noise:1 / frustum:4 / ray:9 / ray2:11 / box2:13 / box3:7 / circle2:10 / sphere:5 / f32-to-f16-bytes:1);单 entry import { Vec3, vec3, ... } from '@forgeax/engine-math'
  • Style: gl-matrix / wgpu-matrix 风纯函数 namespace + out-param-first(func(out, ...args));零分配;aliasing-safe(add(v, v, v) 合法)。
  • Errors: 全库静默回退(不抛错、不返回 null、不返回 Result、不 console.warn);退化语义靠 JSDoc @degrade + 本 README §退化策略表 + *.test-d.ts 三层共担。

30s 上手示例(CPU pre-bake transform → 双投影 clip-space)

import type { Mat4, Quat, Vec3 } from '@forgeax/engine-math';
import { mat4, quat, vec3 } from '@forgeax/engine-math';

// 1. 建一个三角形顶点 + 双投影矩阵 + 绕 Y 转 45° 的方位四元数
const v: Vec3 = vec3.create(1, 0, 0);
const projWebGL: Mat4 = mat4.perspectiveNO(mat4.create(), Math.PI / 4, 16 / 9, 0.1, 100);     // WebGL [-1,1]
const projReverseZ: Mat4 = mat4.perspectiveReverseZ(mat4.create(), Math.PI / 4, 16 / 9, 0.1, 100); // far→0
const q: Quat = quat.fromAxisAngle(quat.create(), vec3.create(0, 1, 0), Math.PI / 4);

// 2. CPU 端 pre-bake:透视除自动处理 (x/w, y/w, z/w);w'=0 静默退化为 (0,0,0)
const clip: Vec3 = vec3.create();
mat4.transformPoint(clip, projWebGL, v);          // 同函数体(transformPoint 是 transformVec3 的 alias)
mat4.transformPoint(clip, projReverseZ, v);       // 双投影 smoke:apps/hello/triangle 兑现 dual signal

// 3. 静默回退:零向量 normalize → 零向量(不抛错;调用方如需诊断自建守卫)
vec3.normalize(v, vec3.create(0, 0, 0));          // v = (0, 0, 0)

上述代码覆盖 v0.1 PBR 渲染管线 90% 的典型 transform / projection / shader-uniform 准备路径——LLM 一次扫读即可拿到 "概念→签名→典型流程" 完整闭包(charter 命题 1)。

quick-ref:18 namespace × 202 函数

每 namespace 内函数顺序粗略按 "构造 → 比较 → 算术 → 几何 → 高级" 分组。完整签名以 .d.ts JSDoc 为 SSOT。

| Namespace | 函数 (n) | |:--|:--| | vec2 (20) | create / clone / copy / set / equals / add / sub / scale / negate / dot / lengthSq / length / distance / normalize / lerp / smoothDamp / catmullRom / min / max / perp | | vec3 (21) | create / clone / copy / set / equals / add / sub / scale / negate / dot / cross / lengthSq / length / distance / distanceSq / normalize / lerp / smoothDamp / catmullRom / min / max | | vec4 (18) | create / clone / copy / set / equals / add / sub / scale / negate / dot / lengthSq / length / distance / normalize / lerp / smoothDamp / min / max | | mat3 (10) | create / clone / identity / equals / multiply / transpose / invert / scale / fromMat4 / normalMatrix | | mat4 (33) | create / clone / identity / equals / multiply / transpose / invert / scale / translate / rotate / lookAt / compose / decompose / fromQuat / fromTranslation / fromScaling / fromRotation / perspective / perspectiveNO / perspectiveReverseZ / orthographic / orthographicNO / orthographicReverseZ / transformVec3 / transformPoint / transformDirection / getTranslation / getForward / getUp / getRight / unproject / projectPoint / computeViewProj | | quat (23) | create / clone / identity / fromAxisAngle / fromEuler / fromRotationMatrix / fromLookAt / fromUnitVectors / multiply / rotateAxis / slerp / nlerp / invert / conjugate / dot / length / lengthSq / normalize / transformVec3 / eulerY / right / up / forward | | euler (6) | create / clone / set / toQuat / fromQuat / fromRotationMatrix | | color (6) | create / clone / srgbToLinear / linearToSrgb / fromHex / toHex | | easing (4) | cubicInOut / smoothstep / smootherstep / elasticInOut — scalar time-remaps (clamp t to [0,1]; Bevy EaseFunction; slow-in/slow-out with elastic overshoot). Growable home for further ease variants | | noise (1) | perlin1d — 1D Perlin noise returning [-1,1]. Deterministic, smooth (nearby inputs → nearby outputs); canonical permutation table matching Bevy's 2d_screen_shake. Growable home for 2D/3D/Simplex variants | | frustum (4) | create / fromViewProjection / intersectsBox / intersectsSphere | | ray (9) | create / getOrigin / getDirection / setOrigin / setDirection / rayAabbIntersects / screenToRay / worldToScreen / rayTriangleIntersects | | ray2 (11) | create / getOrigin / getDirection / getMaxDistance / setOrigin / setDirection / setMaxDistance / rayAabbIntersects / rayCircleIntersects / aabbCastIntersects / circleCastIntersects | | box2 (13) | create / fromCenter / fromPoints / center / halfSize / closestPoint / containsPoint / containsBox / intersectsBox / intersectsCircle / merge / grow / shrink | | box3 (7) | create / expandByPoint / containsPoint / intersectsBox / fromPoints / fromPositions / transformBox3 | | circle2 (10) | create / fromPoints / toBox / center / radius / closestPoint / containsPoint / intersectsCircle / intersectsBox / merge | | sphere (5) | create / expandByPoint / containsPoint / intersectsBox / fromPoints | | f32-to-f16-bytes (1) | f32ToF16Bytes |

[!NOTE] Surface 由 packages/math/scripts/count-math-exports.mjs AST 计数(node packages/math/scripts/count-math-exports.mjs)SSOT 派生;表格中函数清单与计数器同步(M5 verify 已锁;surface 增减需同步本表)。

frustum (feat-20260528-frustum-culling)

View-frustum plane extraction and intersection tests. Planes are extracted from a combined view-projection matrix using the Gribb/Hartmann method. Each plane is stored as 4 f32 (nx, ny, nz, d) with nx*x + ny*y + nz*z + d > 0 meaning inside the frustum. Import via frustum namespace from @forgeax/engine-math.

| Function | Signature | Purpose | Notes | |:--|:--|:--|:--| | frustum.create() | () => Frustum | Allocate zero-initialized 6-plane frustum (Float32Array(24)) | Local brand { readonly __frustum: void }; zero fill | | frustum.fromViewProjection(out, vp) | (out: Frustum, vp: Mat4Like) => Frustum | Extract 6 frustum planes from view-projection matrix | Left/right/bottom/top/near/far in order; each plane auto-normalized internally (D-6) | | frustum.intersectsBox(f, box) | (f: Frustum, box: Box3Like) => boolean | Conservative AABB-frustum intersection test | Returns true if box straddles any plane; p-vertex per-plane nearest-point test | | frustum.intersectsSphere(f, center, radius) | (f: Frustum, center: Vec3Like, radius: number) => boolean | Conservative sphere-frustum intersection test | Signed-distance per-plane; outside when distance < -radius |

import { frustum } from '@forgeax/engine-math';
import { mat4 } from '@forgeax/engine-math';

const view = mat4.lookAt(mat4.create(), [0, 0, 5], [0, 0, 0], [0, 1, 0]);
const proj = mat4.perspective(mat4.create(), Math.PI / 2, 1, 0.1, 100);
const vp = mat4.create();
mat4.multiply(vp, proj, view);
const f = frustum.fromViewProjection(frustum.create(), vp);

const sceneBox: Box3 = new Float32Array([-2, -2, -2, 2, 2, 2]) as Box3;
if (frustum.intersectsBox(f, sceneBox)) {
  // Object inside or straddling the frustum
} else {
  // Object entirely outside — safe to cull
}

ray (screen/ray/AABB/triangle intersection primitives)

Pure-function ray primitives for screen-ray unprojection, ray-AABB slab intersection, ray-triangle Moller-Trumbore intersection, and world-to-screen projection. Import via ray namespace from @forgeax/engine-math.

| Function | Signature | Purpose | Notes | |:--|:--|:--|:--| | ray.create(out?, origin?, direction?) | (out?, origin?, direction?) => Ray | Allocate a Ray (6 floats: rx,ry,rz,dx,dy,dz) | Direction auto-normalized; zero-length dir falls back to (0,0,0) | | ray.screenToRay(out, sx, sy, vpW, vpH, view, proj, kind) | (Ray, number, number, number, number, Mat4Like, Mat4Like, 'perspective' \| 'orthographic') => Ray | Unproject a screen coordinate into a world-space ray | Two-point unproject (ndc near=0, far=1); y-flip: DOM y-down to NDC y-up; NaN/Inf input falls back to centre ray | | ray.worldToScreen(out, worldPos, viewProj, canvasW, canvasH) | (Vec2, Vec3Like, Mat4Like, number, number) => WorldToScreenResult | Project a world-space point to screen-space pixel coordinates | Returns { onScreen, behind } flags; behind=true means the point is behind the camera and out is meaningless; degenerate viewport returns { onScreen: false, behind: false } | | ray.rayAabbIntersects(r, aabb) | (RayLike, Box3Like) => RayAabbResult | Slab-method ray-AABB intersection | Returns { hit, tmin }; six degenerate cases handled per research Finding 2; NaN-safe edge/corner via Number.isNaN guard | | ray.rayTriangleIntersects(r, a, b, c) | (RayLike, Vec3Like, Vec3Like, Vec3Like) => RayTriResult | Moller-Trumbore ray-triangle intersection | Returns { hit, t, u, v } (t=ray parameter, u/v=barycentric); double-sided (abs(det) < epsilon); degenerate/collinear triangles return hit=false to prevent NaN propagation; t <= 0 rejected (behind ray origin); NaN guard on all inputs |

import { ray } from '@forgeax/engine-math';
import { mat4 } from '@forgeax/engine-math';

// Screen coordinate to world-space ray (for picking)
const r = ray.create();
ray.screenToRay(r, mouseX, mouseY, canvasW, canvasH, view, proj, 'perspective');

// Ray-AABB intersection (coarse entity culling)
const hit = ray.rayAabbIntersects(r, entityWorldAabb);
if (hit.hit) { /* entity may contain a vertex hit */ }

// Ray-triangle intersection (per-vertex precision)
const tri = ray.rayTriangleIntersects(r,
  [ax, ay, az], [bx, by, bz], [cx, cy, cz]);
if (tri.hit) { /* intersection at origin + tri.t * dir */ }

// World-space point to screen pixel (for vertex distance sorting)
const res = ray.worldToScreen(pixelOut, worldPos, viewProj, canvasW, canvasH);
if (!res.behind) { /* pixelOut holds screen-space (x,y) */ }

2D bounding volumes (box2 / circle2 / ray2)

The P12 bounding_2d surface maps Bevy's Aabb2d and BoundingCircle to the same branded Float32Array + out-param idiom as the existing 3D box3 and sphere namespaces. box2 stores [minX, minY, maxX, maxY]; circle2 stores [centerX, centerY, radius]; empty point clouds use the same inverted-box or negative-radius sentinels as their 3D counterparts.

import { box2, circle2, ray2, vec2 } from '@forgeax/engine-math';

const aabb = box2.fromCenter(box2.create(), [0, 0], [20, 20]);
const circle = circle2.create(35, 0, 12);
const ray = ray2.create(undefined, [-80, 0], [1, 0], 200);

const aabbHit = ray2.rayAabbIntersects(ray, aabb);       // { hit, t }
const circleHit = ray2.rayCircleIntersects(ray, circle); // { hit, t }
const moving = box2.create();
box2.fromCenter(moving, [0, 0], [8, 8]);
const sweepHit = ray2.aabbCastIntersects(ray, moving, aabb);

const center = vec2.create();
box2.center(center, aabb);

ray2.create normalizes its direction and carries a finite maxDistance (the default is Infinity). ray2.aabbCastIntersects and ray2.circleCastIntersects use the Minkowski-sum reduction, so a moving volume is tested without allocating a temporary volume. All boundary contacts are inclusive; a ray that starts inside a volume returns { hit: true, t: 0 }.

跨类型 transform 4 函数(M1 落地,K-1/K-2 撕毁 Three.js 风承诺后由 mat4 / quat 反向 surface 提供)

| 函数 | 签名 | 语义 | 退化 | |:--|:--|:--|:--| | mat4.transformVec3 | (out, m, v) | (x,y,z,1) 乘 4×4 + 透视除 | w' = 0out = (0, 0, 0) | | mat4.transformPoint | (out, m, v) | alias of transformVec3(OQ-1 裁决,共用函数体) | 同上 | | mat4.transformDirection | (out, m, v) | 取左上 3×3(不含平移列),末尾 vec3.normalize | \|out\| = 0out = (0, 0, 0) | | quat.transformVec3 | (out, q, v) | Rodrigues 优化 t=2*cross(q.xyz,v); out=v+q.w*t+cross(q.xyz,t)(18 mul + 12 add,比绕 mat4 快 3-5×) | q 必须单位长,否则隐式缩放;q=(0,0,0,0)out = v(公式自然) |

命名风格

| 维度 | 风格 | 说明 | |:--|:--|:--| | namespace | 全小写 (vec3, mat4, quat) | 借自 gl-matrix / wgpu-matrix——LLM 训练语料一致,"猜得对"概率最高(charter 命题 2) | | 函数名 | 数学英文 camelCase (fromAxisAngle, slerp) | 1:1 对齐 wgpu-matrix / Three.js / glam-rs;与 gl-matrix setAxisAngle 偏离取 from* 主流形式 | | out-param | 首位强制 (func(out, a, b)) | 与 gl-matrix 一致;与 wgpu-matrix dst? 末位可选偏离——换得"一致性 > 简短"对 LLM 模仿成本最低 | | brand 字段 | __<typename>: void 双下划线 | Float32Array & { readonly __vec3: void }——TS handbook brand idiom;视觉提示"编译期 phantom,运行时禁赋值" | | NDC 后缀 | 短名 = WebGPU [0,1]*NO = WebGL [-1,1]*ReverseZ = far→0 / near→1 | 借自 gl-matrix *NO 缩写 + wgpu-matrix *ReverseZ 风 |

退化策略:全库静默回退 + 调用方守卫范式

[!IMPORTANT] 本库不抛错、不返回 Result、不返回 null 哨兵、不 console.warn。"错得明" 通过 JSDoc @degrade tag + 本节表 + *.test-d.ts 类型测试 + property test 共同实现(charter 命题 3)。

退化策略表(AC-07 ≥ 8 条;本表 17 条 buffer)

| # | 函数 | 退化输入 | 静默回退值 | |:--:|:--|:--|:--| | 1 | vec*.normalize(out, v) | v 零向量 (lengthSq < EPS_NORMALIZE) | out = (0, ..., 0) | | 2 | vec*.normalize(out, v) | v 含 NaN | NaN 传播(同形向量) | | 3 | mat4.invert(out, m) (D-P1) | m singular (|det| < EPS_DET) | out = identity | | 4 | mat4.lookAt(out, eye, target, up) (D-P17) | eye === target | out = identity | | 5 | mat4.lookAt up 与视线共线 | — | 自动选替代 up | | 6 | mat4.decompose m 含 shear | — | 静默尽力分解(与 Three.js 同行为) | | 7 | mat4.perspective* / *NO / *ReverseZ | near >= farfovy <= 0aspect <= 0 | 数值结果未定义但不抛错 | | 8 | quat.fromAxisAngle(out, axis, rad) | axis 零向量 | out = identity | | 9 | quat.fromEuler(out, x, y, z, order) (D-P2) | order 不在 EulerOrder | 静默按 'XYZ' 计算 | | 10 | quat.slerp(out, a, b, t) (D-P6) | dot(a, b) ≈ -1 | 取 b' = -b 后正常 slerp | | 11 | quat.slerp dot(a, b) ≈ 1 | — | 退化为 nlerp | | 12 | quat.fromUnitVectors(out, v, w) (D-P18) | v ≈ -w | 选 axis = (0,1,0) 或 (1,0,0) 做 180° 旋转 | | 13 | quat.fromUnitVectors v ≈ w | — | out = identity | | 14 | color.srgbToLinear(NaN) / linearToSrgb(NaN) | NaN 输入 | NaN 传播 | | 15 | color.fromHex(...) (D-P7) | 非法 hex / #RGB 短形式 | out = (0, 0, 0, 1) 黑色 | | 16 | euler.fromQuat(out, q, order) | gimbal lock 临界 | 极角附近选取等价分支 | | 17 | euler.fromRotationMatrix(out, m, order) | gimbal lock 临界 | 同 #16 |

调用方守卫范式

库内静默;上层调用方需要诊断时自建 EPSILON 守卫 + console.warn(本库不强制,但文档展示一次让 LLM 复用):

import type { Vec3 } from '@forgeax/engine-math';
import { vec3 } from '@forgeax/engine-math';

const EPS = 1e-12;
function safeNormalize(out: Vec3, v: Vec3): Vec3 {
  if (vec3.lengthSq(v) < EPS) {
    console.warn('vec3.normalize: zero-length input, returning 0-vec');
  }
  return vec3.normalize(out, v); // 库内静默回退;上层自建诊断
}

[!NOTE] 这是"承诺与运行期诊断闭环"——库内静默 + 调用方守卫范式文档化 + JSDoc @degrade@example 三者合起来满足 charter 命题 3 的"错得明"要求,不依赖 throw / Result / 库内 console.warn

三档 NDC 投影示例

WebGPU / WebGL2 / reversed-Z 各自的投影矩阵选择对应不同的 NDC 约定。本库在命名层显式暴露三档:

import { mat4 } from '@forgeax/engine-math';

// WebGPU 主路径:clip-z ∈ [0, 1]
const projWebGPU = mat4.perspective(mat4.create(), Math.PI / 4, 16 / 9, 0.1, 100);

// WebGL / OpenGL:clip-z ∈ [-1, 1](gl-matrix 命名惯例 *NO = Negative-One)
const projWebGL = mat4.perspectiveNO(mat4.create(), Math.PI / 4, 16 / 9, 0.1, 100);

// reversed-Z(深度精度优化:far → 0, near → 1;典型 PBR / 大世界场景)
const projReverseZ = mat4.perspectiveReverseZ(mat4.create(), Math.PI / 4, 16 / 9, 0.1, 100);

orthographic / orthographicNO / orthographicReverseZ 三档同形(orthographicReverseZ 为本库自创扩展,详见末尾对照表脚注)。

非目标(Non-goals)

| 不做 | 原因 | |:--|:--| | Three.js 风的 vec* 跨类型方法(vec 实例上挂 mat / quat 应用) | K-1/K-2 撕毁 Three.js 风承诺;语义保留——跨类型 transform 由 mat4.transformVec3 / transformPoint / transformDirection + quat.transformVec3 反向 surface 提供(D-12 撕毁登记,详见 plan-decisions §D-12) | | Result<T, E> / Option<T> 包装 | 与 out-param-first + 全库静默回退冲突;charter 命题 3 文本优先错得明靠 JSDoc + *.test-d.ts | | 库内 console.warn / 错误码 | 调用方诊断自建(safeNormalize 守卫范式);库 hot-path 零观测开销 | | Float64Array 高精度版 | WebGPU/WebGL2 着色器 uniform 一律 f32;高精度计算调用方自行裁剪到 f32 边界 | | Vec*.iter() / 迭代器协议 | TypedArray 已自带;额外封装违反 SoA-friendly 零分配承诺 | | 矩阵 / 向量的 toString 漂亮打印 | 文档面无承诺;调试调用方自行 Array.from(v) + console.log |

路线图

| 版本 | 范围 | |:--|:--| | v0.0 (本闭环) | 18 namespace × 202 函数(含 mat4 / quat 反向 surface 跨类型 transform 4 函数、2D bounds/raycast/cast,以及 easing 标量缓动 + noise 1D Perlin);branded ABI;3 档 NDC 投影;M1-M6 全 19 AC pass | | v0.1 (PBR 闭环) | mat3.fromMat4Scale 法线矩阵优化路径;Color.linearToSRGB GPU 上传专用变体;高级 PBR 工具 | | v0.2 (动画闭环) | quat.squad Catmull-Rom 球面插值;euler.lookAt 自然映射;动画系统消费方向定 | | v1.0 (稳定 ABI) | 不再 breaking ABI;coverage 阈值不退步;@forgeax/engine-math 正式 npm publish |

与 gl-matrix / wgpu-matrix / glam-rs 对照表

| 概念 | gl-matrix | wgpu-matrix | glam-rs (Rust) | @forgeax/engine-math | |:--|:--|:--|:--|:--| | 存储 | Float32Array | Float32Array (Float32ArrayLike) | Vec3 / Mat4 结构体(栈分配)| Float32Array & { __vec3: void } (branded) | | out-param | out 首位 | dst? 末位(可省)| 返回值 | out 首位(与 gl-matrix 一致) | | 类型互斥 | 无(vec3 = vec4 不报错)| 无 | 编译期靠 Rust 类型 | 编译期靠 brand(Vec3 ≢ Vec4) | | fromAxisAngle | setAxisAngle | fromAxisAngle | Quat::from_axis_angle | quat.fromAxisAngle (借 wgpu-matrix) | | lookAt(eye, target, up) | lookAt(out, eye, center, up) | lookAt(eye, target, up, dst?) | Mat4::look_at_rh(eye, center, up) | mat4.lookAt(out, eye, target, up) | | WebGPU [0,1] | 短名 perspective | 短名 perspective | 无(Rust glam 走 wgpu/vulkan 风)| 短名 perspective | | WebGL [-1,1] | perspectiveNO | perspectiveNO | — | perspectiveNO | | reversed-Z | 无 | perspectiveReverseZ | Mat4::perspective_infinite_reverse_lh (近) | perspectiveReverseZ | | 正交 reversed-Z | 无 | 无 | 无 | orthographicReverseZ本库自创扩展 | | invert(singular) | 返回 null | 不定 | Some(...) / None | 写 out = identity,返 out(D-P1)|

orthographicReverseZ 为本库自创扩展——主流三件套均无此函数;用于 reversed-Z 配套的 2D / 大世界正交投影场景(plan-strategy §D-P3)。LLM 调用时知晓此函数无主流对应物,必要时按本库签名调用即可(charter 命题 2 诚实告知)。

知识库引用

跨 vendor 阅读认知配套——开发者 / 贡献者 LLM 切换 vendor 时的认知映射:

  • .forgeax-harness/knowledge-base/wiki/gl-matrix-overview.md — gl-matrix 设计四铁律
  • .forgeax-harness/knowledge-base/wiki/wgpu-matrix-overview.md — wgpu-matrix WebGPU-first 偏离
  • .forgeax-harness/knowledge-base/wiki/glam-rs-overview.md — Rust glam Hamilton 约定
  • .forgeax-harness/knowledge-base/wiki/threejs-math.md — Three.js Euler / Quaternion API
  • .forgeax-harness/knowledge-base/wiki/typescript-branded-types.md — brand 模式 SSOT
  • .forgeax-harness/knowledge-base/wiki/reversed-z-projection.md — reversed-Z 深度精度推导
  • .forgeax-harness/knowledge-base/wiki/v8-elements-kinds.md — V8 PACKED_DOUBLE_ELEMENTS / TypedArray 五铁律

License

Same as workspace root.